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https://github.com/nycalexander/prototypefps

Showcase of my FPS prototype in Unity with customizable mechanics, advanced crosshair, modular weapons, and AI target practice.
https://github.com/nycalexander/prototypefps

crosshair fps game game-development multiplayer practice target unity unity3d

Last synced: 11 months ago
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Showcase of my FPS prototype in Unity with customizable mechanics, advanced crosshair, modular weapons, and AI target practice.

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README

          

# Prototype FPS (Showcase)

## Table of Contents

- [Overview](#overview)
- [Features](#features)
- [Core Gameplay Mechanics](#core-gameplay-mechanics)
- [Advanced Crosshair System](#advanced-crosshair-system)
- [Player Kinematics and Input Handling](#player-kinematics-and-input-handling)
- [Weapon Framework](#weapon-framework)
- [UI & System Management](#ui--system-management)
- [AI & Target Practice Environment](#ai--target-practice-environment)
- [Demos (Video previews)](#demos)

## Overview

This project represents a prototype first-person shooter (FPS) game developed within the **Unity** engine utilizing the **Universal Render Pipeline (URP)**. The game is designed with modularity in mind, allowing for easy customization and expansion.

## Features

### Core Gameplay Mechanics

- **Killfeed System**: Provides real-time elimination notifications with corresponding weapon icons and player identifiers.

| Preview |
|---------|
| ![Killfeed System](assets/killfeed.png) |

- **Diagnostic Overlay**: Offers in-depth performance analytics, including:
- Frame rate monitoring
- Frame time computation
- Current GPU
- Current game engine API
- Resolution details
- Threading type

| Preview |
|---------|
| ![Debug Overlay](assets/debug.PNG) |

### Advanced Crosshair System

- **Modular Crosshair System**: Adjustable dimensions and real-time customization.
- **Dynamic Crosshair Adaptation**: Synchronizes crosshair movement with weapon recoil, optionally enabled.
- **Crosshair Customization Interface**: Features a dropdown menu for selecting predefined crosshair styles.
- **Hitmarker Mechanics**:
- Real-time hitmarker overlay fades upon successful target engagement.
- Debug functionality for spatially visualizing hit area on enemy models.

### Player Kinematics and Input Handling

- **Highly Configurable Movement System**:
- Adjustable walk speed
- Sprinting velocity control
- Jump height calibration
- Half-Life-style bunny hopping implementation
- Gravity modification parameters
- Customizable ground mask

| Script preview |
|---------|
| ![Movement Mechanics](assets/movement.PNG) |

- **Input Management**: Standardized input processing framework.
- Unprocessed Windows raw input for precise aim control (disables mouse acceleration).

| Script preview |
|---------|
| ![Input Manager](assets/input.PNG) |
| ![Player Look](assets/look.PNG) |

- **Head Bobbing Simulation**: Adjustable amplitude and frequency for immersive movement dynamics.

| Script preview |
|---------|
| ![Head Bobbing](assets/bob.PNG) |

### Weapon Framework

- **Modular Firearm System**: Extensible weapon scripting with minimal integration overhead.
- **Weapon Sway Model**:
- Smooth motion blending for camera responsiveness
- Adjustable parameters including smoothing and sway intensity multipliers

| Script preview |
|---------|
| ![Weapon Sway](assets/sway.PNG) |

- **Firearm Attributes**:
- Configurable hitmarker activation logic
- Ray-traced projectile trajectory visualization
- Semi-/fully automatic firing toggle
- Integrated muzzle flash effects
- Parametric damage scaling based on shot range
- Adjustable projectile origin point
- Assignable audio profiles for gunfire events
- Killfeed-linked weapon imagery
- Tunable fire rate settings
- **Recoil Mechanism**:
- Precomputed spray patterns
- Optional random deviation for non-deterministic shot distribution
- Adjustable visual recoil snappiness and recovery velocity

| Script preview |
|---------|
| ![Gun System](assets/gun.PNG) |

### UI & System Management

- **Comprehensive Menu System**: Represents multiple user interface elements:
- Real-time diagnostic overlay
- FPS counter display
- Game settings panel
- Pause menu functionality
- Crosshair configuration interface

| Script preview |
|---------|
| ![Menu System](assets/menu.PNG) |

- **Sound Manager**: Manages all in-game sound effects and audio playback:
- Assignable audio clips for various events.
- Configurable volume scaling and attenuation based on in-game environment.
- 3D positional sound effects for improved immersion.

| Script preview |
|---------|
| ![Sound Manager](assets/sound.PNG) |

### AI & Target Practice Environment

- **Adaptive Enemy Scripting**:
- Configurable health values
- Immunity parameter toggle
- **Training Mode**:
- Target dummy exhibiting variable movement speeds
- Modifiable pathing nodes (A/B positional assignments via transform components)
- Optional randomized trajectory oscillations (RNG) to introduce unpredictability

| Script preview |
|---------|
| ![Enemy System](assets/enemy.PNG) |
| ![Dummy Range](assets/dummy_range.PNG) |

### Demos